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#31
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Lore - January 11, 2026, 03:40:17 AM
It took like 10 min just to stabilize.

I suspect that what Hypnotic did to get their fast time was:
Spoiler
Rushing forge power to get a long enough singularity to build a nullifer. But the timing must be incredibly tight to not get overwhelmed by that point.
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#32
Colonial Space Map Discussion / Re: Custom Map #8926: From 0 t...
Last post by Lore - January 11, 2026, 03:34:55 AM
Quote from: Lore on January 09, 2026, 03:20:35 AM
Quote from: Johnny Haywire on January 08, 2026, 11:04:16 PMI see only Hypnotic has beaten it legitimately. Is weasee still around? Maybe he could give it a go?

Hold my beer while im stupid enough to try this lol

It took many attempts, constant pause micro (even for me), and save scumming... but I managed to pull it off with a win of 25:29.9

Tips:
Spoiler
Powering all three totems is pretty much a requirement.

Spoiler
You do not need to fight all of the way to the Inhibitor.

Spoiler:
Spoiler
The forge singularity can be used to pull creep away from the edge of the map to allow a guppy to land.
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Here's what my base looked like at the end (Full spoilers):
Spoiler
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#33
Farsite Colonies / Custom Map #5945: Petrified St...
Last post by AutoPost - January 10, 2026, 11:05:51 PM
This topic is for discussion of map #5945: Petrified Station


Author: Andrew B
Size: 256x160
DISCUSS ON DISCORD
#34
Colonial Space Map Discussion / Re: Custom Map #11411: Evergla...
Last post by Johnny Haywire - January 10, 2026, 05:38:21 PM
AH!

Found this one that I'd started a while ago and thought it'd be way too much pausing and micro-managing. It's not that horrible, actually.

It helps to use the "guppy trick" on the ore mine, btw. And I'd recommend setting the sprayer to "disarm" and building up about 50 AC in it to drop next to the spore tower then land a guppy to destroy it.

Not my favorite Martin map, but it's one that doesn't have hidden stuff in it, which is cool. Decent challenge.

Thanks for the map! =)
#35
Colonial Space Map Discussion / Re: Custom Map #10962: Childis...
Last post by Johnny Haywire - January 10, 2026, 04:32:23 PM
Lol, true. Martin sometimes can't figure out his own (older) maps, so I don't feel too bad. He's definitely a demented genius. I told my psychiatrist about him after playing one of his maps while driving somehow caused a multi-vehicle pile-up on the interstate. "It's because Martin is a demented genius," he told me.

Unfortunately for me, my psychiatrist tells me that I'm only one of those two things, but he still won't tell me which one.

Although, he did give me a new jacket to wear during our sessions. He said it was "straight" but I really don't see anything straight about it. Most uncomfortable, but at least I can hug myself. =D
#36
Colonial Space Map Discussion / Re: Custom Map #11638: S03-15 ...
Last post by Johnny Haywire - January 10, 2026, 03:52:23 PM
Wow, nice boss battles!

On my first attempt, I went too heavy on AC and not enough on energy/snipers.

IF YOU'RE STRUGGLING WITH THIS MAP:

1) Focus early on energy. One sprayer and 2 or 3 mines is plenty to hold off the creeper.
2) Build snipers ASAP. I think I built 2 reactors, then a third reactor while sniper was building. I had 5 snipers by the time the boss arrived. If I replayed this, I would have added two more. I eventually had 8, which worked nicely.
3) **Energy hint** Do NOT connect to all those weird tech pick-ups until you have all your snipers and have plenty of energy left over. You don't really need the tech at all, as far as I can tell. I think it's all for a future map or something so focus on what you need to build and then get the pick-ups.
4) The Overseer Boss will attack your weapons. Seems to target nearest active weapon (?) but I'm not sure. Fly your snipers to safety if they start to get attacked. Go slowly, pause a bit, be careful, etc. and you should be ok.
5) The roaches that drop from the ceiling are from Florida. That's just what they do. Enough beams will stop them from landing, but as long as you have enough snipers they'll take them out as soon as they land. I lost a collector or so a few times, but that's easy enough to replace. Once you have enough space and power, build 3 or 4 beams to take them down before they land.
6) Forget the forge until later. As I mentioned earlier, tech is almost useless in these maps, and that includes the forge even though that's the most useful tech here, imo. Build extra reactors where your forge will be and once you get enough power and the aether gem is up to about 70 or more, destroy the reactors and build the forge. Once your grandchildren have graduated from college, the forge should be about finished.

Even though I typically like tech in maps, I see where having effective bonuses in this map would just make it too easy. And I really liked the challenge in this map. Any map I have to restart is a really good challenge. Great job in making an actual, legit BOSS that requires more than a few taps to kill.

The challenge, layout, pretty much everything about this battle was cool. I look forward to a map when all the collected tech is used. In the meantime, these maps are seriously cool.

Thanks for the map!! =)
#37
Colonial Space Map Discussion / Re: Custom Map #10962: Childis...
Last post by toolforger - January 10, 2026, 12:15:45 PM
Indeed, once you check what part of the human presence gets which supply from where (or does not), it's not hard.

I guess we're just a bit triggered.
Martin keeps saying things are easy even if they are not, so we tend to not trust that even if he's actually right.
#38
Colonial Space Map Discussion / Re: Custom Map #10974: Bonus P...
Last post by toolforger - January 10, 2026, 08:06:07 AM
Ah, that worked.
Thanks!

Seems I'm still building an intuition for beam radius.
#39
Farsite Colonies / Custom Map #5944: Reclaim The ...
Last post by AutoPost - January 09, 2026, 10:47:01 PM
This topic is for discussion of map #5944: Reclaim The Canyon


Author: Andrew B
Size: 256x160
DISCUSS ON DISCORD
#40
Support for Creeper World 4 / Re: MacOS port?
Last post by twilight - January 09, 2026, 03:48:44 PM
I was just coming here to find out why CW1-3 (and fleet) are available on MacOS but not CW4.  I am ***VERY*** disappointed to hear this.  I partially bought CW specifically because they were available on MacOS.  Lack of MacOS support in newer games makes it MUCH less likely that I will continue buying Knucklecracker games.